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Home Page: http://www.openomf.org
License: MIT License
One Must Fall 2097 Remake
Home Page: http://www.openomf.org
License: MIT License
A simple version of this, at least. Not necessarily fully playable.
We need somekind of installation guide for release package.
Make the HAR flinch backward when taking hits.
Show victory and loss animations for hars after the arena has been finished.
We need to extract the original 16 shades OMF uses for HAR colors. We also need a way to swap those in/out of the BK palette so we can re-render the sprites to RGBA images.
There's 16 distinct colors, each with 16 shades. Each player has 3 colors they can use, so the first 96 shades of each BK palette is reserved for HAR colors.
Implement falling down & getting up if HAR gets hit while in the air.
Scrap spawn point is incorrect at the moment. Scrap needs to spawn around the point where the opposing HAR was hit.
High block blocks high moves and low block blocks low moves.
For some reason, OpenOMF sounds work just fine with openal-soft, but not with the version that Creative shares. We should try to find and squash these bugs.
Required for Android, IOS, Winphone, etc
Ideas:
Overlay a virtual joypad
use http://wiki.libsdl.org/SDL_GetTouchFinger
Collision detection does not work correctly right now. Eg. hits do not always land, missiled don't hit, etc.
BPx codes in animation strings define the fullscreen color effects used eg. in intro lightning flashes. Somebody needs to find out how these work, and implement them.
There's lots of places where OMF just writes text to an area of the screen; player descriptions, help text, etc.
Basically the API should be like
font_render_wrapped(font *font, char *string, int x, int y, int w, int h, int justify);
Word wrapping seems to be necessary, as well.
We should also, at least, support JUSTIFY_LEFT and JUSTIFY_CENTER.
All action (except finalizer moves) needs to be frozen on arena after victor is decided.
11:27 <+huntercool> ah i see lol
11:28 <+huntercool> if you press up at the vs screen, it will always segfault
Nova grenades are more like bowling balls atm. Needs to get fixed.
If one har is pushed back against the wall, and other har is walking towards it, ghostly business appears.
We should support sprite scaling using hq4x or xBRZ. We could do the scaling on sprite load, and we would also need to resize the FBO on which the drawing is done.
Scalers:
The problem is that xBRZ, which looks better, has a C++ header and has GPLv3 license. HQX is C, and has an LGPL license. So, license and code trouble. Could we, for example, make our own external library under GPLv3, which could be dynamically linked ? Or something else ?
Arrgh, why does everything have to be so difficult ? :P
Make the Collision perfect
CD still fails in some places
See this https://www.dropbox.com/s/6goj2vwetlhoj28/collisionbug.png (FIXED)
When scrap is spawned by other animation, it does not have speed and so it remains floating in the air. Needs to be fixed. Maybe check if animation is scrap, and handle it as a special case ?
We need a dialog for selecting and changing the audio output device.
OpenAL can enumerate devices and select device by name, so this should be relatively easy. Just dump device name to config file, and open correct device on game start.
Should be reimplemented. 0.4 had it.
Training mode was wished on OMF:BG forum. Possible requirements:
We need to give points for different hits etc. The score counters also need to be finished, and we need to have a nice score/combo texts scrolling across screen :)
The electric fence, spikes, jet fighters, etc
We need to have Victory/Loss texts in arenas. It should be relatively straightforward to just load up the right animation from .BK when necessary,
Controlled by the 'bbN' tag.
We need an easy way to change keybindings + somekind of function for loading the keys from config file.
It might be a good idea to split the renderer to plugins, so that we can have both OpenGL renderer and software renderer (for systems that don't do opengl very well).
Before this can be done properly however, we need to know more about what and how the original game renders.
There are a lot of libshadowdive structs (like sd_af_file etc.) in openomf code. We could just read everything to our own data structures and then free up the libsd structures, since we're already doing that for most of the data in them.
Pros:
Ready & Fight texts, effects and sounds
Would be kinda neat to have support for tag battles.
Crash at least in jaguar overhead throw,
Backtrace @ http://codepad.org/B13hxpNQ
Rewrite engine.
Sometimes, when har falls down, it does not get up again.
Add Unit tests for stuff in utils/. Other tests would be fine, too.
Console commands should print error/success reports to the console history. Also old commands should go there.
The new keyboard handling system doesn't take into account the console and menu overlays (key presses should stop on the overlays, but instead they get passed on to the hars also).
The old system had the problem of not passing all events to the HARs, for example when landing, the har would continue walking forwards, while backwards button was pressed down during jump.
Textures should be cached properly. Maybe also other resources ?
HARs and other objects sometimes overlap incorrectly. Eg. Jaguar concussion cannon shot when it's overlapping target HAR.
Doing a move in the air should not set the HAR's x-velocity to 0.
Certain animations have successor animations, that are launched after the animation is done. Need to be implementeg for eg. missiles and jaguar concussion cannon to work.
A dedicated OpenOMF server would be nice. Some points:
This should be easy. Switch to the newsroom scene after the match ends.
Create a basic state machine based bot for two player mode.
Add joystick support.
On resolution change, we should show a confirm dialog. Something along the lines of "If the resolution change was successfull, press OK. Otherwise resolution will be changed back in n seconds". Or something like that.
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